Martial Arts, a Venture City power theme

Martial Arts

Your powers are the result of rigorous training in the arts of self-defense.

 

Basic Martial Artist: Your feats appear superhuman, but they’re really just secret techniques handed down by masters to their most trusted students.  Some powers may have improbable effects, but they can be measured scientifically.  Choose Athletics, Physique, Fight, or Will, to represent the source of your martial arts abilities.

 

Enhancements:

 

Master Martial Artist: You gain a +2 to Athletics, Physique, Fight, or Will when using your martial arts to enact your superpowers.

Trained in Multiple Styles: You aren’t just a one-trick pony.  You have learned multiple martial arts and switch between styles seamlessly.  You gain a +2 to Deceive to create an advantage when you opponent is caught off guard by the change in your attacks.

Chi Strike: With a bit of concentration and a Will roll against a Fair (+2) obstacle, you can create a boost with a free invoke to channel your energy into a single strike.  If this attack lands, it gets a 1-point shift.

All Hands and Feet: If you spend a fate point, you can turn into a whirling tempest of strikes designed to prevent an opponent from hitting you.

 

Common Power Synergies

 

Super Agility: You snatch arrows/bullets from the air and preform acrobatic feats in combat that stun opponents.

Wall-Crawling: You possess the ability to run up walls, trees, and other fantastical wuxia-style feats.

 

Improved Special Effects

 

Whirlwind Attack: You attack a character with a dazzling display of martial arts prowess that involves multiple strikes and kicks.  Every attack you make suffers a cumulative 1-shift penalty, but every attack after the first adds 1 shift to the first.

 

Drawbacks

 

  • You are a consummate professional and know the lethality of your own attacks. You Can’t Strike First as a consequence.
  • Your clan’s secrets aren’t to be treated lightly and the special techniques you know how to use must not fall into anyone’s hands. To this end, No Living Witnesses of Your Special Moves can be left behind.
  • You’ve spent too much time in combat for it to have left you unscathed. You have PTSD from past combats.

 

Collateral Damage Effects

 

Everyone Wasn’t Kung-Fu Fighting: In an especially intimidating display of physical prowess, you can attack everyone in the zone as if they were in single combat with you either through a direct strike or the body of another character flying into them from a throw maneuver you execute in a dazzling onslaught.  Nearly every trick you know is used to subdue the entire zone.  Nameless NPCs are taken out while named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle to avoid suffering a mild physical consequence.

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